Jump to content

Omega Haxors

Vintarian
  • Posts

    203
  • Joined

  • Last visited

  • Days Won

    10

Everything posted by Omega Haxors

  1. I actually had to un-buff the drops from the seed vessel to vanilla levels because of this. One of the few ones that's actually worth opening in the base game. anyway sorry for the incontinence, @Jacek Babiak I've fixed the mod for net7. That update broke the mod spectacularly and it took WAY too long to fix.
  2. I thought they would have toned them down when they reworked how animals respawn, but I was wrong. Still serious amounts of wolf spam; having more leather and fat than I know what to do with at an early game. Not fun.
  3. You're correct in the outcome but incorrect on the reasoning. The food cost to restore health is the same as the damage loss from starvation, so no profit there. What's instead happening is that you're eating your berries slowly which allows you to get the most food invincibility out of them. If you eat them back-to-back (like most players would) then you're essentially wasting the hunger pause as it caps out at whatever the saturation level of the food is. I personally don't agree with the system and especially not its implementation, but I'd rather players know about it than wonder why they're suddenly eating way less now that they're preparing their meals in a bowl.
  4. There's a hidden mechanic which is really badly designed which essentially gives you invisible bonus hunger. Every 8 seconds the hunger system ticks. What this does is take a variable which accumulates whenever you walk/run (it goes up more than 4x as fast if you run, and goes up slowly if you stand still) and then multiplies that by your hunger drain multiplier to determine how many calories (satiation) it takes away, and then sets the activity value to 0. However, it doesn't end there. There's 6 hidden variables (one for each nutrition type) which goes up every time you eat a food of any kind. Whenever you eat a food, the amount of saturation provided is compared to each variable corresponding to the relevant nutrition type and if it's higher, it will set that to the value of the nutrition of the food eaten. The amount this goes up is usually a tenth of the caloric value but this is set on a per-food basis. Now what happens when the hunger tick starts, is that it will take the saturation loss and subtract EACH (bottoming out at 0) nutrition variable instead. Once those run out, your hunger bar drops like normal. This also means that only your highest nutrient matters for this system, as the lower nutrients will 0 out well before it has a chance to do anything. So if you accumulate 100calorie loss of energy in a tick, and ate a food item with 1000 meat nutrient and 30 fruit, you'll get 10 ticks of free before your hunger bar goes down. The reason you didn't notice this until now is that you've been eating berries which give almost no saturation per bite so you only get a tiny fraction of this system. Once you switch over to prepared meals, you start getting a LOT of calories in a bite of food, which allows you to get the full benefit. The combination of running around a lot in the early game, sleeping, and panning leads to the system being all but completely invisible to most players, then once you're established you unlock cooking and mostly stay put, you're then suddenly dropped into massive bonus head-first and it feels like hunger mechanics are completely disabled after having struggled completely up to that point. Now with this knowledge you can eat your berries slowly (one per hunger tick) and get the bonus early. While i'm at it: Other sources of hunger drain (restoring health, sleeping, panning) will take energy directly from your hunger bar using this system rather than waiting for the hunger tick. These do not account for your hunger drain multiplier, and will always consume a fixed amount. Otherwise sleeping in armor would be a death sentence. I wrote a mod which effectively disables this mechanic as a downside, which is why I know so much about it.
  5. Basically a chunk variable which starts at 100% population and 0% rage. Population determines spawn rate while Rage determines enemy strength and tier. Every time a drifter dies within a set range of a player, the population will lower and the rage increases, with a bonus if a player was the one dealing the killing blow. Furthermore, the player will also have a Population and Rage stat which is multiplied with the chunk's stat to determine the spawn rate and difficulty. If a player farms a particular chunk it will eventually deplete (until a temporal storm) discouraging farming behavior. If a player tends to avoid combat they won't have high tier enemies spawning near them, just as bunch of small ones. If a player loves the thrill of combat, they won't be bothered much but when an enemy does spawn, they'll be tough. Important: temporal storms will ONLY cause population to raise. Player rage will remain the same but environmental rage will be doubled in calculations during the storm. This is to prevent non-combatant or early-game players from having insanely strong enemies spawn on them, while clearing out low tier trash from decked out players. Rage will only slowly increase on kill but population will quickly drop. However, population is quickly restored during temporal storms, depending on the strength of the storm. However, killing enemies during a temporal storm will cause the population to drop a lot faster than it will restore, which rewards players for not just hiding in a bunker. Rage also does not increase during a temporal storm as spawns during storms are more "kill everyone in particular" rather than enemies going after you specifically.
  6. The problem is that the helvehammer has a nonlinear power consumption: As the speed goes up, so too does the energy consumption.
  7. Basically the layer system is a block matrix just like the main world. So you could put any block you wanted in that and it would be separate to the main world. Now imagine a parallel universe which the effects (block breaking/placing) of the main world transfer over to the alternate world, but not the other way around. Once you are where you want to be, you can reenter the main world. Basically, this game's equivalent of the Nether, but with a more interesting twist. You could put on some special glasses or something to see (but not interact with) this alternate world without having to enter.
  8. New update which adds two new traits, as well as oxygen restoration while underwater.
  9. It would be neat if protein starvation could be a thing because IRL that's the one thing stopping us from just eating sugar 90% of the time.
  10. and the ability to put out a fire by kicking sand at it.
  11. Right now literally everyone and their mother's ashes can agree that the hunger system is annoying as heck. You need to have food on your person pretty much at all times and if you forget even once you can be out in the middle of nowhere starving to death. This leads people to stack so much food in their inventories that the hunger bar may as well not exist. It's less of a challenge and more of a chore. The current system is based on real life values and in a lot of ways it's completely rational. You start with a good amount of food, it lasts a good amount if time, you can tell at a glance how full you are, though where the differences become clear is the size of the food bar. A freshly prepared meal with meat in it will completely fill up the bar often more often than leaving a reasonable amount of food left in the bowl. Not only that, but the instant your food runs out you start starving to death which can happen in as little as 1 day. That's ridiculous. So as a proposed solution, I have a suggestion which draws from video game bosses: Multiple food bars. You still start out with the green bar which is the lowest level bar. When it empties you starve like normal. However, if you eat healthy it will 'level up' changing color and giving you an extra bar to fill. You can level up all the way to 5, with each one coming with a benefit. If you die, you get sent back to Level 1. You're still limited to how much you can eat at once like under the old system, but now you're given more leeway for intermittent fasting which will make the game more enjoyable to play. Proof of concept of an almost filled Level 5 bar. A small notch of every previous level shows what level you're at, with the previous level in the gap like so: In this example Green is level 1, Blue is Level 2, Purple is level 3, Orange is Level 4, and Red is Level 5, but you can probably pick better colors.
  12. C'mon this is the kind of question you'd expect from an executive trying to maximize sales...
  13. Certain items in your offhand will modify your Action (right click) in certain contexts. If there's a conflicting interaction, the primary hand will always override the off-hand's modifier. Empty Bowl while facing a body of water -> Fill the bowl with water Water Bowl while facing a burning block -> Douse the block Torch while facing a campfire -> Ignite the campfire Shield while facing an enemy -> Shield bash attack Bowl of Life Water while holding Bandage -> Apply an alcohol bandage Bow while holding an arrow -> Fire the held arrow Food Item while sitting -> Eat the food Knife while facing dead enemy -> Skin enemy
  14. I suggested a long time ago using the bellows as a method for forging steel from bits, since they're completely unused at the moment.
  15. Until you realize that even the basic armor will turn arrows into paperweights. All arrows are T0 regardless of what they're made of so armor is especially effective against them.
  16. Right now there's a copper furnace which is just the firepit but stronger. I think it would be more fitting to have it be a pellet stove. You would have to process firewood into pellets by crushing then compacting the wood dust. It's also possible to get this sawdust by creating certain wooden objects as a by-product. It would require power to run but would auto-feed to keep it whatever temperature you set. You lose efficiency (since you'd have to spend energy processing the wood) but gain automation and control.
  17. It doesn't work on blocks below the fire, only directly next to it. In those cases you'll just have to come back at it later with a pickaxe.
  18. I playtested it awhile back and it's great, but there's two bits of feedback I'd like to contribute First there needs to be a small increase to the range that bonfires crack. Right now it only cracks two blocks, the one directly adjacent and the one behind it. I would like to see this increased so that it cracks all blocks directly next to the initial block rather than just the one behind it. The next point's kinda minor but I'd love to see the light color shifted more red to really sell the heat that thing puts off. Default fires put off a surprisingly white light which is fine for the smaller fires, but for something that big? EDIT: I patched the 2nd point myself, the line to change is lightHsvByType: { "bonfire-extinct": [3, 7, 2], "bonfire-lit": [3, 14, 40], }, I mean just look at that beautiful orange glow.
  19. It's probably a bug. They're intended to be loot table blocks like the chests.
  20. Thanks for the concern but this was during a time when the spawning was bugged and far more enemies were spawning than were supposed to. It's been fixed now.
  21. You can also buy it from agriculture traders too, so see if you can pass by one on the way.
  22. Really your time is better spent looking for Terra Preta. Rot isn't even remotely feasible to get in large quantities.
  23. Love the changes but the gambeson/leather nerf stung. Especially love the armor downside reduction for Blackguards.
  24. I would make this a mod but the amount of hard-coded stuff I would have to deal with makes it not an easy ordeal, but something I'd like to put on the table for later.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.